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Gamification in Family Planning Education: Impact on University Students

Not Applicable
Active, not recruiting
Conditions
Gamification
Reproductive Health
Family Planning
Students
Registration Number
NCT06344754
Lead Sponsor
Lokman Hekim Üniversitesi
Brief Summary

More than 3 billion of the worlds population are young people under the age of 25. According to WHO data, one million girls under the age of 15 give birth each year, mostly in low- and middle-income countries, and 3 million adolescent girls between the ages of 15 and 19 are exposed to unsafe abortions. Failure to meet the family planning needs of young people in a timely, adequate and appropriate manner can have significant public health impacts. According to World Health Statistics, the global birth rate for girls between 15 and 19 years of age is 49 out of 1000, and early pregnancy and childbirth can lead to serious health and social problems. In addition, this age group does not have sufficient information about pregnancy and its complications, and their access to and utilization of health services is low. Inadequacies in the education of adolescents on sexual issues and sociocultural differences further increase the sexual and reproductive health risks of young people in the university period. Information and services that will enable individuals to understand their sexuality and help them protect themselves from sexual risks should be provided specifically for that age. Therefore, it is important for young people to know family planning methods. In this study, it was aimed to examine the effect of family planning education to be given with gamification method, which is different from the classical method in the literature, on the knowledge and attitudes of university students.

Detailed Description

Location of the research: The research will be conducted with students studying at Lokman Hekim University.

Time of the research: The research will be conducted in the fall semester of the 2023-2024 academic year.

Population, sample and research group: The population of the study will consist of students studying in the midwifery department. Students who agree to participate in the research will constitute the sample of the research.

Type of research: The research was planned as a one-group pretest-posttest quasi-experimental type with the aim of evaluating the effect of the education given with gamification method on the knowledge and attitudes of university students.

Recruitment & Eligibility

Status
ACTIVE_NOT_RECRUITING
Sex
Female
Target Recruitment
40
Inclusion Criteria
  • not having received family planning training before
  • having a smartphone
Exclusion Criteria
  • to have received family planning training before

Study & Design

Study Type
INTERVENTIONAL
Study Design
SINGLE_GROUP
Primary Outcome Measures
NameTimeMethod
Knowledge and attitude towards family planningThe measurement tools were administered one week before the training and one month after the training was completed. The study was completed in 5 weeks.

The research is a one-group pretest-posttest design study with the aim of evaluating the effect of gamification education on the knowledge and attitudes of university students. The purpose and application of the study were explained to the students who would take part in the study. Introductory information form and pre-test Family Planning Attitude Scale were applied to the students who agreed to participate in the study. Then, each student included in the study group was given gamified family planning training online by the researchers for an average of 20 minutes using web 2.0 tools. One month after completing the training session, the students were administered the post-test again.

Secondary Outcome Measures
NameTimeMethod

Trial Locations

Locations (1)

Lokman Hekim University

🇹🇷

Ankara, Turkey

Lokman Hekim University
🇹🇷Ankara, Turkey

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